godot/editor/import/editor_scene_importer_gltf.cpp
Fabio Alessandrelli 564d93ff10 CryptoCore class to access to base crypto utils.
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.

To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.

If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.

Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
2019-07-02 12:36:27 +02:00

2278 lines
64 KiB
C++

/*************************************************************************/
/* editor_scene_importer_gltf.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "editor_scene_importer_gltf.h"
#include "core/io/json.h"
#include "core/math/crypto_core.h"
#include "core/math/math_defs.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "scene/3d/camera.h"
#include "scene/3d/mesh_instance.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/surface_tool.h"
uint32_t EditorSceneImporterGLTF::get_import_flags() const {
return IMPORT_SCENE | IMPORT_ANIMATION;
}
void EditorSceneImporterGLTF::get_extensions(List<String> *r_extensions) const {
r_extensions->push_back("gltf");
r_extensions->push_back("glb");
}
Error EditorSceneImporterGLTF::_parse_json(const String &p_path, GLTFState &state) {
Error err;
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
if (!f) {
return err;
}
Vector<uint8_t> array;
array.resize(f->get_len());
f->get_buffer(array.ptrw(), array.size());
String text;
text.parse_utf8((const char *)array.ptr(), array.size());
String err_txt;
int err_line;
Variant v;
err = JSON::parse(text, v, err_txt, err_line);
if (err != OK) {
_err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT);
return err;
}
state.json = v;
return OK;
}
Error EditorSceneImporterGLTF::_parse_glb(const String &p_path, GLTFState &state) {
Error err;
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
if (!f) {
return err;
}
uint32_t magic = f->get_32();
ERR_FAIL_COND_V(magic != 0x46546C67, ERR_FILE_UNRECOGNIZED); //glTF
f->get_32(); // version
f->get_32(); // length
uint32_t chunk_length = f->get_32();
uint32_t chunk_type = f->get_32();
ERR_FAIL_COND_V(chunk_type != 0x4E4F534A, ERR_PARSE_ERROR); //JSON
Vector<uint8_t> json_data;
json_data.resize(chunk_length);
uint32_t len = f->get_buffer(json_data.ptrw(), chunk_length);
ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
String text;
text.parse_utf8((const char *)json_data.ptr(), json_data.size());
String err_txt;
int err_line;
Variant v;
err = JSON::parse(text, v, err_txt, err_line);
if (err != OK) {
_err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT);
return err;
}
state.json = v;
//data?
chunk_length = f->get_32();
chunk_type = f->get_32();
if (f->eof_reached()) {
return OK; //all good
}
ERR_FAIL_COND_V(chunk_type != 0x004E4942, ERR_PARSE_ERROR); //BIN
state.glb_data.resize(chunk_length);
len = f->get_buffer(state.glb_data.ptrw(), chunk_length);
ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
return OK;
}
static Vector3 _arr_to_vec3(const Array &p_array) {
ERR_FAIL_COND_V(p_array.size() != 3, Vector3());
return Vector3(p_array[0], p_array[1], p_array[2]);
}
static Quat _arr_to_quat(const Array &p_array) {
ERR_FAIL_COND_V(p_array.size() != 4, Quat());
return Quat(p_array[0], p_array[1], p_array[2], p_array[3]);
}
static Transform _arr_to_xform(const Array &p_array) {
ERR_FAIL_COND_V(p_array.size() != 16, Transform());
Transform xform;
xform.basis.set_axis(Vector3::AXIS_X, Vector3(p_array[0], p_array[1], p_array[2]));
xform.basis.set_axis(Vector3::AXIS_Y, Vector3(p_array[4], p_array[5], p_array[6]));
xform.basis.set_axis(Vector3::AXIS_Z, Vector3(p_array[8], p_array[9], p_array[10]));
xform.set_origin(Vector3(p_array[12], p_array[13], p_array[14]));
return xform;
}
String EditorSceneImporterGLTF::_gen_unique_name(GLTFState &state, const String &p_name) {
int index = 1;
String name;
while (true) {
name = p_name;
if (index > 1) {
name += " " + itos(index);
}
if (!state.unique_names.has(name)) {
break;
}
index++;
}
state.unique_names.insert(name);
return name;
}
Error EditorSceneImporterGLTF::_parse_scenes(GLTFState &state) {
ERR_FAIL_COND_V(!state.json.has("scenes"), ERR_FILE_CORRUPT);
Array scenes = state.json["scenes"];
for (int i = 0; i < 1; i++) { //only first scene is imported
Dictionary s = scenes[i];
ERR_FAIL_COND_V(!s.has("nodes"), ERR_UNAVAILABLE);
Array nodes = s["nodes"];
for (int j = 0; j < nodes.size(); j++) {
state.root_nodes.push_back(nodes[j]);
}
if (s.has("name")) {
state.scene_name = s["name"];
}
}
return OK;
}
Error EditorSceneImporterGLTF::_parse_nodes(GLTFState &state) {
ERR_FAIL_COND_V(!state.json.has("nodes"), ERR_FILE_CORRUPT);
Array nodes = state.json["nodes"];
for (int i = 0; i < nodes.size(); i++) {
GLTFNode *node = memnew(GLTFNode);
Dictionary n = nodes[i];
if (n.has("name")) {
node->name = n["name"];
}
if (n.has("camera")) {
node->camera = n["camera"];
}
if (n.has("mesh")) {
node->mesh = n["mesh"];
}
if (n.has("skin")) {
node->skin = n["skin"];
/*
if (!state.skin_users.has(node->skin)) {
state.skin_users[node->skin] = Vector<int>();
}
state.skin_users[node->skin].push_back(i);
*/
}
if (n.has("matrix")) {
node->xform = _arr_to_xform(n["matrix"]);
} else {
if (n.has("translation")) {
node->translation = _arr_to_vec3(n["translation"]);
}
if (n.has("rotation")) {
node->rotation = _arr_to_quat(n["rotation"]);
}
if (n.has("scale")) {
node->scale = _arr_to_vec3(n["scale"]);
}
node->xform.basis.set_quat_scale(node->rotation, node->scale);
node->xform.origin = node->translation;
}
if (n.has("children")) {
Array children = n["children"];
for (int j = 0; j < children.size(); j++) {
node->children.push_back(children[j]);
}
}
state.nodes.push_back(node);
}
//build the hierarchy
for (int i = 0; i < state.nodes.size(); i++) {
for (int j = 0; j < state.nodes[i]->children.size(); j++) {
int child = state.nodes[i]->children[j];
ERR_FAIL_INDEX_V(child, state.nodes.size(), ERR_FILE_CORRUPT);
ERR_CONTINUE(state.nodes[child]->parent != -1); //node already has a parent, wtf.
state.nodes[child]->parent = i;
}
}
return OK;
}
static Vector<uint8_t> _parse_base64_uri(const String &uri) {
int start = uri.find(",");
ERR_FAIL_COND_V(start == -1, Vector<uint8_t>());
CharString substr = uri.right(start + 1).ascii();
int strlen = substr.length();
Vector<uint8_t> buf;
buf.resize(strlen / 4 * 3 + 1 + 1);
size_t len = 0;
ERR_FAIL_COND_V(CryptoCore::b64_decode(buf.ptrw(), buf.size(), &len, (unsigned char *)substr.get_data(), strlen) != OK, Vector<uint8_t>());
buf.resize(len);
return buf;
}
Error EditorSceneImporterGLTF::_parse_buffers(GLTFState &state, const String &p_base_path) {
if (!state.json.has("buffers"))
return OK;
Array buffers = state.json["buffers"];
for (int i = 0; i < buffers.size(); i++) {
if (i == 0 && state.glb_data.size()) {
state.buffers.push_back(state.glb_data);
} else {
Dictionary buffer = buffers[i];
if (buffer.has("uri")) {
Vector<uint8_t> buffer_data;
String uri = buffer["uri"];
if (uri.findn("data:application/octet-stream;base64") == 0) {
//embedded data
buffer_data = _parse_base64_uri(uri);
} else {
uri = p_base_path.plus_file(uri).replace("\\", "/"); //fix for windows
buffer_data = FileAccess::get_file_as_array(uri);
ERR_FAIL_COND_V(buffer.size() == 0, ERR_PARSE_ERROR);
}
ERR_FAIL_COND_V(!buffer.has("byteLength"), ERR_PARSE_ERROR);
int byteLength = buffer["byteLength"];
ERR_FAIL_COND_V(byteLength < buffer_data.size(), ERR_PARSE_ERROR);
state.buffers.push_back(buffer_data);
}
}
}
print_verbose("glTF: Total buffers: " + itos(state.buffers.size()));
return OK;
}
Error EditorSceneImporterGLTF::_parse_buffer_views(GLTFState &state) {
ERR_FAIL_COND_V(!state.json.has("bufferViews"), ERR_FILE_CORRUPT);
Array buffers = state.json["bufferViews"];
for (int i = 0; i < buffers.size(); i++) {
Dictionary d = buffers[i];
GLTFBufferView buffer_view;
ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR);
buffer_view.buffer = d["buffer"];
ERR_FAIL_COND_V(!d.has("byteLength"), ERR_PARSE_ERROR);
buffer_view.byte_length = d["byteLength"];
if (d.has("byteOffset")) {
buffer_view.byte_offset = d["byteOffset"];
}
if (d.has("byteStride")) {
buffer_view.byte_stride = d["byteStride"];
}
if (d.has("target")) {
int target = d["target"];
buffer_view.indices = target == ELEMENT_ARRAY_BUFFER;
}
state.buffer_views.push_back(buffer_view);
}
print_verbose("glTF: Total buffer views: " + itos(state.buffer_views.size()));
return OK;
}
EditorSceneImporterGLTF::GLTFType EditorSceneImporterGLTF::_get_type_from_str(const String &p_string) {
if (p_string == "SCALAR")
return TYPE_SCALAR;
if (p_string == "VEC2")
return TYPE_VEC2;
if (p_string == "VEC3")
return TYPE_VEC3;
if (p_string == "VEC4")
return TYPE_VEC4;
if (p_string == "MAT2")
return TYPE_MAT2;
if (p_string == "MAT3")
return TYPE_MAT3;
if (p_string == "MAT4")
return TYPE_MAT4;
ERR_FAIL_V(TYPE_SCALAR);
}
Error EditorSceneImporterGLTF::_parse_accessors(GLTFState &state) {
ERR_FAIL_COND_V(!state.json.has("accessors"), ERR_FILE_CORRUPT);
Array accessors = state.json["accessors"];
for (int i = 0; i < accessors.size(); i++) {
Dictionary d = accessors[i];
GLTFAccessor accessor;
ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR);
accessor.component_type = d["componentType"];
ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR);
accessor.count = d["count"];
ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
accessor.type = _get_type_from_str(d["type"]);
if (d.has("bufferView")) {
accessor.buffer_view = d["bufferView"]; //optional because it may be sparse...
}
if (d.has("byteOffset")) {
accessor.byte_offset = d["byteOffset"];
}
if (d.has("max")) {
accessor.max = d["max"];
}
if (d.has("min")) {
accessor.min = d["min"];
}
if (d.has("sparse")) {
//eeh..
Dictionary s = d["sparse"];
ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR);
accessor.sparse_count = d["count"];
ERR_FAIL_COND_V(!d.has("indices"), ERR_PARSE_ERROR);
Dictionary si = d["indices"];
ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR);
accessor.sparse_indices_buffer_view = si["bufferView"];
ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR);
accessor.sparse_indices_component_type = si["componentType"];
if (si.has("byteOffset")) {
accessor.sparse_indices_byte_offset = si["byteOffset"];
}
ERR_FAIL_COND_V(!d.has("values"), ERR_PARSE_ERROR);
Dictionary sv = d["values"];
ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR);
accessor.sparse_values_buffer_view = sv["bufferView"];
if (sv.has("byteOffset")) {
accessor.sparse_values_byte_offset = sv["byteOffset"];
}
}
state.accessors.push_back(accessor);
}
print_verbose("glTF: Total accessors: " + itos(state.accessors.size()));
return OK;
}
String EditorSceneImporterGLTF::_get_component_type_name(uint32_t p_component) {
switch (p_component) {
case COMPONENT_TYPE_BYTE: return "Byte";
case COMPONENT_TYPE_UNSIGNED_BYTE: return "UByte";
case COMPONENT_TYPE_SHORT: return "Short";
case COMPONENT_TYPE_UNSIGNED_SHORT: return "UShort";
case COMPONENT_TYPE_INT: return "Int";
case COMPONENT_TYPE_FLOAT: return "Float";
}
return "<Error>";
}
String EditorSceneImporterGLTF::_get_type_name(GLTFType p_component) {
static const char *names[] = {
"float",
"vec2",
"vec3",
"vec4",
"mat2",
"mat3",
"mat4"
};
return names[p_component];
}
Error EditorSceneImporterGLTF::_decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex) {
const GLTFBufferView &bv = state.buffer_views[p_buffer_view];
int stride = bv.byte_stride ? bv.byte_stride : element_size;
if (for_vertex && stride % 4) {
stride += 4 - (stride % 4); //according to spec must be multiple of 4
}
ERR_FAIL_INDEX_V(bv.buffer, state.buffers.size(), ERR_PARSE_ERROR);
uint32_t offset = bv.byte_offset + byte_offset;
Vector<uint8_t> buffer = state.buffers[bv.buffer]; //copy on write, so no performance hit
const uint8_t *bufptr = buffer.ptr();
//use to debug
print_verbose("glTF: type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count));
print_verbose("glTF: accessor offset" + itos(byte_offset) + " view offset: " + itos(bv.byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv.byte_length));
int buffer_end = (stride * (count - 1)) + element_size;
ERR_FAIL_COND_V(buffer_end > bv.byte_length, ERR_PARSE_ERROR);
ERR_FAIL_COND_V((int)(offset + buffer_end) > buffer.size(), ERR_PARSE_ERROR);
//fill everything as doubles
for (int i = 0; i < count; i++) {
const uint8_t *src = &bufptr[offset + i * stride];
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
src += skip_bytes;
}
double d = 0;
switch (component_type) {
case COMPONENT_TYPE_BYTE: {
int8_t b = int8_t(*src);
if (normalized) {
d = (double(b) / 128.0);
} else {
d = double(b);
}
} break;
case COMPONENT_TYPE_UNSIGNED_BYTE: {
uint8_t b = *src;
if (normalized) {
d = (double(b) / 255.0);
} else {
d = double(b);
}
} break;
case COMPONENT_TYPE_SHORT: {
int16_t s = *(int16_t *)src;
if (normalized) {
d = (double(s) / 32768.0);
} else {
d = double(s);
}
} break;
case COMPONENT_TYPE_UNSIGNED_SHORT: {
uint16_t s = *(uint16_t *)src;
if (normalized) {
d = (double(s) / 65535.0);
} else {
d = double(s);
}
} break;
case COMPONENT_TYPE_INT: {
d = *(int *)src;
} break;
case COMPONENT_TYPE_FLOAT: {
d = *(float *)src;
} break;
}
*dst++ = d;
src += component_size;
}
}
return OK;
}
int EditorSceneImporterGLTF::_get_component_type_size(int component_type) {
switch (component_type) {
case COMPONENT_TYPE_BYTE: return 1; break;
case COMPONENT_TYPE_UNSIGNED_BYTE: return 1; break;
case COMPONENT_TYPE_SHORT: return 2; break;
case COMPONENT_TYPE_UNSIGNED_SHORT: return 2; break;
case COMPONENT_TYPE_INT: return 4; break;
case COMPONENT_TYPE_FLOAT: return 4; break;
default: {
ERR_FAIL_V(0);
}
}
return 0;
}
Vector<double> EditorSceneImporterGLTF::_decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex) {
//spec, for reference:
//https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment
ERR_FAIL_INDEX_V(p_accessor, state.accessors.size(), Vector<double>());
const GLTFAccessor &a = state.accessors[p_accessor];
int component_count_for_type[7] = {
1, 2, 3, 4, 4, 9, 16
};
int component_count = component_count_for_type[a.type];
int component_size = _get_component_type_size(a.component_type);
ERR_FAIL_COND_V(component_size == 0, Vector<double>());
int element_size = component_count * component_size;
int skip_every = 0;
int skip_bytes = 0;
//special case of alignments, as described in spec
switch (a.component_type) {
case COMPONENT_TYPE_BYTE:
case COMPONENT_TYPE_UNSIGNED_BYTE: {
if (a.type == TYPE_MAT2) {
skip_every = 2;
skip_bytes = 2;
element_size = 8; //override for this case
}
if (a.type == TYPE_MAT3) {
skip_every = 3;
skip_bytes = 1;
element_size = 12; //override for this case
}
} break;
case COMPONENT_TYPE_SHORT:
case COMPONENT_TYPE_UNSIGNED_SHORT: {
if (a.type == TYPE_MAT3) {
skip_every = 6;
skip_bytes = 4;
element_size = 16; //override for this case
}
} break;
default: {
}
}
Vector<double> dst_buffer;
dst_buffer.resize(component_count * a.count);
double *dst = dst_buffer.ptrw();
if (a.buffer_view >= 0) {
ERR_FAIL_INDEX_V(a.buffer_view, state.buffer_views.size(), Vector<double>());
Error err = _decode_buffer_view(state, a.buffer_view, dst, skip_every, skip_bytes, element_size, a.count, a.type, component_count, a.component_type, component_size, a.normalized, a.byte_offset, p_for_vertex);
if (err != OK)
return Vector<double>();
} else {
//fill with zeros, as bufferview is not defined.
for (int i = 0; i < (a.count * component_count); i++) {
dst_buffer.write[i] = 0;
}
}
if (a.sparse_count > 0) {
// I could not find any file using this, so this code is so far untested
Vector<double> indices;
indices.resize(a.sparse_count);
int indices_component_size = _get_component_type_size(a.sparse_indices_component_type);
Error err = _decode_buffer_view(state, a.sparse_indices_buffer_view, indices.ptrw(), 0, 0, indices_component_size, a.sparse_count, TYPE_SCALAR, 1, a.sparse_indices_component_type, indices_component_size, false, a.sparse_indices_byte_offset, false);
if (err != OK)
return Vector<double>();
Vector<double> data;
data.resize(component_count * a.sparse_count);
err = _decode_buffer_view(state, a.sparse_values_buffer_view, data.ptrw(), skip_every, skip_bytes, element_size, a.sparse_count, a.type, component_count, a.component_type, component_size, a.normalized, a.sparse_values_byte_offset, p_for_vertex);
if (err != OK)
return Vector<double>();
for (int i = 0; i < indices.size(); i++) {
int write_offset = int(indices[i]) * component_count;
for (int j = 0; j < component_count; j++) {
dst[write_offset + j] = data[i * component_count + j];
}
}
}
return dst_buffer;
}
PoolVector<int> EditorSceneImporterGLTF::_decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
PoolVector<int> ret;
if (attribs.size() == 0)
return ret;
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size();
ret.resize(ret_size);
{
PoolVector<int>::Write w = ret.write();
for (int i = 0; i < ret_size; i++) {
w[i] = int(attribs_ptr[i]);
}
}
return ret;
}
PoolVector<float> EditorSceneImporterGLTF::_decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
PoolVector<float> ret;
if (attribs.size() == 0)
return ret;
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size();
ret.resize(ret_size);
{
PoolVector<float>::Write w = ret.write();
for (int i = 0; i < ret_size; i++) {
w[i] = float(attribs_ptr[i]);
}
}
return ret;
}
PoolVector<Vector2> EditorSceneImporterGLTF::_decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
PoolVector<Vector2> ret;
if (attribs.size() == 0)
return ret;
ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret);
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size() / 2;
ret.resize(ret_size);
{
PoolVector<Vector2>::Write w = ret.write();
for (int i = 0; i < ret_size; i++) {
w[i] = Vector2(attribs_ptr[i * 2 + 0], attribs_ptr[i * 2 + 1]);
}
}
return ret;
}
PoolVector<Vector3> EditorSceneImporterGLTF::_decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
PoolVector<Vector3> ret;
if (attribs.size() == 0)
return ret;
ERR_FAIL_COND_V(attribs.size() % 3 != 0, ret);
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size() / 3;
ret.resize(ret_size);
{
PoolVector<Vector3>::Write w = ret.write();
for (int i = 0; i < ret_size; i++) {
w[i] = Vector3(attribs_ptr[i * 3 + 0], attribs_ptr[i * 3 + 1], attribs_ptr[i * 3 + 2]);
}
}
return ret;
}
PoolVector<Color> EditorSceneImporterGLTF::_decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
PoolVector<Color> ret;
if (attribs.size() == 0)
return ret;
int type = state.accessors[p_accessor].type;
ERR_FAIL_COND_V(!(type == TYPE_VEC3 || type == TYPE_VEC4), ret);
int components;
if (type == TYPE_VEC3) {
components = 3;
} else { // TYPE_VEC4
components = 4;
}
ERR_FAIL_COND_V(attribs.size() % components != 0, ret);
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size() / components;
ret.resize(ret_size);
{
PoolVector<Color>::Write w = ret.write();
for (int i = 0; i < ret_size; i++) {
w[i] = Color(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], components == 4 ? attribs_ptr[i * 4 + 3] : 1.0);
}
}
return ret;
}
Vector<Quat> EditorSceneImporterGLTF::_decode_accessor_as_quat(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Quat> ret;
if (attribs.size() == 0)
return ret;
ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size() / 4;
ret.resize(ret_size);
{
for (int i = 0; i < ret_size; i++) {
ret.write[i] = Quat(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]).normalized();
}
}
return ret;
}
Vector<Transform2D> EditorSceneImporterGLTF::_decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Transform2D> ret;
if (attribs.size() == 0)
return ret;
ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
ret.resize(attribs.size() / 4);
for (int i = 0; i < ret.size(); i++) {
ret.write[i][0] = Vector2(attribs[i * 4 + 0], attribs[i * 4 + 1]);
ret.write[i][1] = Vector2(attribs[i * 4 + 2], attribs[i * 4 + 3]);
}
return ret;
}
Vector<Basis> EditorSceneImporterGLTF::_decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Basis> ret;
if (attribs.size() == 0)
return ret;
ERR_FAIL_COND_V(attribs.size() % 9 != 0, ret);
ret.resize(attribs.size() / 9);
for (int i = 0; i < ret.size(); i++) {
ret.write[i].set_axis(0, Vector3(attribs[i * 9 + 0], attribs[i * 9 + 1], attribs[i * 9 + 2]));
ret.write[i].set_axis(1, Vector3(attribs[i * 9 + 3], attribs[i * 9 + 4], attribs[i * 9 + 5]));
ret.write[i].set_axis(2, Vector3(attribs[i * 9 + 6], attribs[i * 9 + 7], attribs[i * 9 + 8]));
}
return ret;
}
Vector<Transform> EditorSceneImporterGLTF::_decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex) {
Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Transform> ret;
if (attribs.size() == 0)
return ret;
ERR_FAIL_COND_V(attribs.size() % 16 != 0, ret);
ret.resize(attribs.size() / 16);
for (int i = 0; i < ret.size(); i++) {
ret.write[i].basis.set_axis(0, Vector3(attribs[i * 16 + 0], attribs[i * 16 + 1], attribs[i * 16 + 2]));
ret.write[i].basis.set_axis(1, Vector3(attribs[i * 16 + 4], attribs[i * 16 + 5], attribs[i * 16 + 6]));
ret.write[i].basis.set_axis(2, Vector3(attribs[i * 16 + 8], attribs[i * 16 + 9], attribs[i * 16 + 10]));
ret.write[i].set_origin(Vector3(attribs[i * 16 + 12], attribs[i * 16 + 13], attribs[i * 16 + 14]));
}
return ret;
}
Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
if (!state.json.has("meshes"))
return OK;
Array meshes = state.json["meshes"];
for (int i = 0; i < meshes.size(); i++) {
print_verbose("glTF: Parsing mesh: " + itos(i));
Dictionary d = meshes[i];
GLTFMesh mesh;
mesh.mesh.instance();
ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR);
Array primitives = d["primitives"];
Dictionary extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary();
for (int j = 0; j < primitives.size(); j++) {
Dictionary p = primitives[j];
Array array;
array.resize(Mesh::ARRAY_MAX);
ERR_FAIL_COND_V(!p.has("attributes"), ERR_PARSE_ERROR);
Dictionary a = p["attributes"];
Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
if (p.has("mode")) {
int mode = p["mode"];
ERR_FAIL_INDEX_V(mode, 7, ERR_FILE_CORRUPT);
static const Mesh::PrimitiveType primitives2[7] = {
Mesh::PRIMITIVE_POINTS,
Mesh::PRIMITIVE_LINES,
Mesh::PRIMITIVE_LINE_LOOP,
Mesh::PRIMITIVE_LINE_STRIP,
Mesh::PRIMITIVE_TRIANGLES,
Mesh::PRIMITIVE_TRIANGLE_STRIP,
Mesh::PRIMITIVE_TRIANGLE_FAN,
};
primitive = primitives2[mode];
}
ERR_FAIL_COND_V(!a.has("POSITION"), ERR_PARSE_ERROR);
if (a.has("POSITION")) {
array[Mesh::ARRAY_VERTEX] = _decode_accessor_as_vec3(state, a["POSITION"], true);
}
if (a.has("NORMAL")) {
array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, a["NORMAL"], true);
}
if (a.has("TANGENT")) {
array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(state, a["TANGENT"], true);
}
if (a.has("TEXCOORD_0")) {
array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(state, a["TEXCOORD_0"], true);
}
if (a.has("TEXCOORD_1")) {
array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(state, a["TEXCOORD_1"], true);
}
if (a.has("COLOR_0")) {
array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(state, a["COLOR_0"], true);
}
if (a.has("JOINTS_0")) {
array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
}
if (a.has("WEIGHTS_0")) {
PoolVector<float> weights = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
{ //gltf does not seem to normalize the weights for some reason..
int wc = weights.size();
PoolVector<float>::Write w = weights.write();
//PoolVector<int> v = array[Mesh::ARRAY_BONES];
//PoolVector<int>::Read r = v.read();
for (int k = 0; k < wc; k += 4) {
float total = 0.0;
total += w[k + 0];
total += w[k + 1];
total += w[k + 2];
total += w[k + 3];
if (total > 0.0) {
w[k + 0] /= total;
w[k + 1] /= total;
w[k + 2] /= total;
w[k + 3] /= total;
}
//print_verbose(itos(j / 4) + ": " + itos(r[j + 0]) + ":" + rtos(w[j + 0]) + ", " + itos(r[j + 1]) + ":" + rtos(w[j + 1]) + ", " + itos(r[j + 2]) + ":" + rtos(w[j + 2]) + ", " + itos(r[j + 3]) + ":" + rtos(w[j + 3]));
}
}
array[Mesh::ARRAY_WEIGHTS] = weights;
}
if (p.has("indices")) {
PoolVector<int> indices = _decode_accessor_as_ints(state, p["indices"], false);
if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
//swap around indices, convert ccw to cw for front face
int is = indices.size();
PoolVector<int>::Write w = indices.write();
for (int k = 0; k < is; k += 3) {
SWAP(w[k + 1], w[k + 2]);
}
}
array[Mesh::ARRAY_INDEX] = indices;
} else if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
//generate indices because they need to be swapped for CW/CCW
PoolVector<Vector3> vertices = array[Mesh::ARRAY_VERTEX];
ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR);
PoolVector<int> indices;
int vs = vertices.size();
indices.resize(vs);
{
PoolVector<int>::Write w = indices.write();
for (int k = 0; k < vs; k += 3) {
w[k] = k;
w[k + 1] = k + 2;
w[k + 2] = k + 1;
}
}
array[Mesh::ARRAY_INDEX] = indices;
}
bool generated_tangents = false;
Variant erased_indices;
if (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL")) {
//must generate mikktspace tangents.. ergh..
Ref<SurfaceTool> st;
st.instance();
st->create_from_triangle_arrays(array);
if (p.has("targets")) {
//morph targets should not be reindexed, as array size might differ
//removing indices is the best bet here
st->deindex();
erased_indices = a[Mesh::ARRAY_INDEX];
a[Mesh::ARRAY_INDEX] = Variant();
}
st->generate_tangents();
array = st->commit_to_arrays();
generated_tangents = true;
}
Array morphs;
//blend shapes
if (p.has("targets")) {
print_verbose("glTF: Mesh has targets");
Array targets = p["targets"];
//ideally BLEND_SHAPE_MODE_RELATIVE since gltf2 stores in displacement
//but it could require a larger refactor?
mesh.mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
if (j == 0) {
Array target_names = extras.has("targetNames") ? (Array)extras["targetNames"] : Array();
for (int k = 0; k < targets.size(); k++) {
String name = k < target_names.size() ? (String)target_names[k] : String("morph_") + itos(k);
mesh.mesh->add_blend_shape(name);
}
}
for (int k = 0; k < targets.size(); k++) {
Dictionary t = targets[k];
Array array_copy;
array_copy.resize(Mesh::ARRAY_MAX);
for (int l = 0; l < Mesh::ARRAY_MAX; l++) {
array_copy[l] = array[l];
}
array_copy[Mesh::ARRAY_INDEX] = Variant();
if (t.has("POSITION")) {
PoolVector<Vector3> varr = _decode_accessor_as_vec3(state, t["POSITION"], true);
PoolVector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
int size = src_varr.size();
ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
{
int max_idx = varr.size();
varr.resize(size);
PoolVector<Vector3>::Write w_varr = varr.write();
PoolVector<Vector3>::Read r_varr = varr.read();
PoolVector<Vector3>::Read r_src_varr = src_varr.read();
for (int l = 0; l < size; l++) {
if (l < max_idx) {
w_varr[l] = r_varr[l] + r_src_varr[l];
} else {
w_varr[l] = r_src_varr[l];
}
}
}
array_copy[Mesh::ARRAY_VERTEX] = varr;
}
if (t.has("NORMAL")) {
PoolVector<Vector3> narr = _decode_accessor_as_vec3(state, t["NORMAL"], true);
PoolVector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
int size = src_narr.size();
ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
{
int max_idx = narr.size();
narr.resize(size);
PoolVector<Vector3>::Write w_narr = narr.write();
PoolVector<Vector3>::Read r_narr = narr.read();
PoolVector<Vector3>::Read r_src_narr = src_narr.read();
for (int l = 0; l < size; l++) {
if (l < max_idx) {
w_narr[l] = r_narr[l] + r_src_narr[l];
} else {
w_narr[l] = r_src_narr[l];
}
}
}
array_copy[Mesh::ARRAY_NORMAL] = narr;
}
if (t.has("TANGENT")) {
PoolVector<Vector3> tangents_v3 = _decode_accessor_as_vec3(state, t["TANGENT"], true);
PoolVector<float> tangents_v4;
PoolVector<float> src_tangents = array[Mesh::ARRAY_TANGENT];
ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR);
{
int max_idx = tangents_v3.size();
int size4 = src_tangents.size();
tangents_v4.resize(size4);
PoolVector<float>::Write w4 = tangents_v4.write();
PoolVector<Vector3>::Read r3 = tangents_v3.read();
PoolVector<float>::Read r4 = src_tangents.read();
for (int l = 0; l < size4 / 4; l++) {
if (l < max_idx) {
w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
} else {
w4[l * 4 + 0] = r4[l * 4 + 0];
w4[l * 4 + 1] = r4[l * 4 + 1];
w4[l * 4 + 2] = r4[l * 4 + 2];
}
w4[l * 4 + 3] = r4[l * 4 + 3]; //copy flip value
}
}
array_copy[Mesh::ARRAY_TANGENT] = tangents_v4;
}
if (generated_tangents) {
Ref<SurfaceTool> st;
st.instance();
array_copy[Mesh::ARRAY_INDEX] = erased_indices; //needed for tangent generation, erased by deindex
st->create_from_triangle_arrays(array_copy);
st->deindex();
st->generate_tangents();
array_copy = st->commit_to_arrays();
}
morphs.push_back(array_copy);
}
}
//just add it
mesh.mesh->add_surface_from_arrays(primitive, array, morphs);
if (p.has("material")) {
int material = p["material"];
ERR_FAIL_INDEX_V(material, state.materials.size(), ERR_FILE_CORRUPT);
Ref<Material> mat = state.materials[material];
mesh.mesh->surface_set_material(mesh.mesh->get_surface_count() - 1, mat);
}
}
if (d.has("weights")) {
Array weights = d["weights"];
ERR_FAIL_COND_V(mesh.mesh->get_blend_shape_count() != weights.size(), ERR_PARSE_ERROR);
mesh.blend_weights.resize(weights.size());
for (int j = 0; j < weights.size(); j++) {
mesh.blend_weights.write[j] = weights[j];
}
}
state.meshes.push_back(mesh);
}
print_verbose("glTF: Total meshes: " + itos(state.meshes.size()));
return OK;
}
Error EditorSceneImporterGLTF::_parse_images(GLTFState &state, const String &p_base_path) {
if (!state.json.has("images"))
return OK;
Array images = state.json["images"];
for (int i = 0; i < images.size(); i++) {
Dictionary d = images[i];
String mimetype;
if (d.has("mimeType")) {
mimetype = d["mimeType"];
}
Vector<uint8_t> data;
const uint8_t *data_ptr = NULL;
int data_size = 0;
if (d.has("uri")) {
String uri = d["uri"];
if (uri.findn("data:application/octet-stream;base64") == 0 ||
uri.findn("data:" + mimetype + ";base64") == 0) {
//embedded data
data = _parse_base64_uri(uri);
data_ptr = data.ptr();
data_size = data.size();
} else {
uri = p_base_path.plus_file(uri).replace("\\", "/"); //fix for windows
Ref<Texture> texture = ResourceLoader::load(uri);
state.images.push_back(texture);
continue;
}
}
if (d.has("bufferView")) {
int bvi = d["bufferView"];
ERR_FAIL_INDEX_V(bvi, state.buffer_views.size(), ERR_PARAMETER_RANGE_ERROR);
const GLTFBufferView &bv = state.buffer_views[bvi];
int bi = bv.buffer;
ERR_FAIL_INDEX_V(bi, state.buffers.size(), ERR_PARAMETER_RANGE_ERROR);
ERR_FAIL_COND_V(bv.byte_offset + bv.byte_length > state.buffers[bi].size(), ERR_FILE_CORRUPT);
data_ptr = &state.buffers[bi][bv.byte_offset];
data_size = bv.byte_length;
}
ERR_FAIL_COND_V(mimetype == "", ERR_FILE_CORRUPT);
if (mimetype.findn("png") != -1) {
//is a png
Ref<Image> img = Image::_png_mem_loader_func(data_ptr, data_size);
ERR_FAIL_COND_V(img.is_null(), ERR_FILE_CORRUPT);
Ref<ImageTexture> t;
t.instance();
t->create_from_image(img);
state.images.push_back(t);
continue;
}
if (mimetype.findn("jpeg") != -1) {
//is a jpg
Ref<Image> img = Image::_jpg_mem_loader_func(data_ptr, data_size);
ERR_FAIL_COND_V(img.is_null(), ERR_FILE_CORRUPT);
Ref<ImageTexture> t;
t.instance();
t->create_from_image(img);
state.images.push_back(t);
continue;
}
ERR_FAIL_V(ERR_FILE_CORRUPT);
}
print_verbose("Total images: " + itos(state.images.size()));
return OK;
}
Error EditorSceneImporterGLTF::_parse_textures(GLTFState &state) {
if (!state.json.has("textures"))
return OK;
Array textures = state.json["textures"];
for (int i = 0; i < textures.size(); i++) {
Dictionary d = textures[i];
ERR_FAIL_COND_V(!d.has("source"), ERR_PARSE_ERROR);
GLTFTexture t;
t.src_image = d["source"];
state.textures.push_back(t);
}
return OK;
}
Ref<Texture> EditorSceneImporterGLTF::_get_texture(GLTFState &state, int p_texture) {
ERR_FAIL_INDEX_V(p_texture, state.textures.size(), Ref<Texture>());
int image = state.textures[p_texture].src_image;
ERR_FAIL_INDEX_V(image, state.images.size(), Ref<Texture>());
return state.images[image];
}
Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
if (!state.json.has("materials"))
return OK;
Array materials = state.json["materials"];
for (int i = 0; i < materials.size(); i++) {
Dictionary d = materials[i];
Ref<SpatialMaterial> material;
material.instance();
if (d.has("name")) {
material->set_name(d["name"]);
}
if (d.has("pbrMetallicRoughness")) {
Dictionary mr = d["pbrMetallicRoughness"];
if (mr.has("baseColorFactor")) {
Array arr = mr["baseColorFactor"];
ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb();
material->set_albedo(c);
}
if (mr.has("baseColorTexture")) {
Dictionary bct = mr["baseColorTexture"];
if (bct.has("index")) {
material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, _get_texture(state, bct["index"]));
}
if (!mr.has("baseColorFactor")) {
material->set_albedo(Color(1, 1, 1));
}
}
if (mr.has("metallicFactor")) {
material->set_metallic(mr["metallicFactor"]);
} else {
material->set_metallic(1.0);
}
if (mr.has("roughnessFactor")) {
material->set_roughness(mr["roughnessFactor"]);
} else {
material->set_roughness(1.0);
}
if (mr.has("metallicRoughnessTexture")) {
Dictionary bct = mr["metallicRoughnessTexture"];
if (bct.has("index")) {
Ref<Texture> t = _get_texture(state, bct["index"]);
material->set_texture(SpatialMaterial::TEXTURE_METALLIC, t);
material->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, t);
if (!mr.has("metallicFactor")) {
material->set_metallic(1);
}
if (!mr.has("roughnessFactor")) {
material->set_roughness(1);
}
}
}
}
if (d.has("normalTexture")) {
Dictionary bct = d["normalTexture"];
if (bct.has("index")) {
material->set_texture(SpatialMaterial::TEXTURE_NORMAL, _get_texture(state, bct["index"]));
material->set_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING, true);
}
if (bct.has("scale")) {
material->set_normal_scale(bct["scale"]);
}
}
if (d.has("occlusionTexture")) {
Dictionary bct = d["occlusionTexture"];
if (bct.has("index")) {
material->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
material->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true);
}
}
if (d.has("emissiveFactor")) {
Array arr = d["emissiveFactor"];
ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
material->set_emission(c);
}
if (d.has("emissiveTexture")) {
Dictionary bct = d["emissiveTexture"];
if (bct.has("index")) {
material->set_texture(SpatialMaterial::TEXTURE_EMISSION, _get_texture(state, bct["index"]));
material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
material->set_emission(Color(0, 0, 0));
}
}
if (d.has("doubleSided")) {
bool ds = d["doubleSided"];
if (ds) {
material->set_cull_mode(SpatialMaterial::CULL_DISABLED);
}
}
if (d.has("alphaMode")) {
String am = d["alphaMode"];
if (am != "OPAQUE") {
material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
}
}
state.materials.push_back(material);
}
print_verbose("Total materials: " + itos(state.materials.size()));
return OK;
}
Error EditorSceneImporterGLTF::_parse_skins(GLTFState &state) {
if (!state.json.has("skins"))
return OK;
Array skins = state.json["skins"];
for (int i = 0; i < skins.size(); i++) {
Dictionary d = skins[i];
GLTFSkin skin;
ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
Array joints = d["joints"];
Vector<Transform> bind_matrices;
if (d.has("inverseBindMatrices")) {
bind_matrices = _decode_accessor_as_xform(state, d["inverseBindMatrices"], false);
ERR_FAIL_COND_V(bind_matrices.size() != joints.size(), ERR_PARSE_ERROR);
}
for (int j = 0; j < joints.size(); j++) {
int index = joints[j];
ERR_FAIL_INDEX_V(index, state.nodes.size(), ERR_PARSE_ERROR);
GLTFNode::Joint joint;
joint.skin = state.skins.size();
joint.bone = j;
state.nodes[index]->joints.push_back(joint);
GLTFSkin::Bone bone;
bone.node = index;
if (bind_matrices.size()) {
bone.inverse_bind = bind_matrices[j];
}
skin.bones.push_back(bone);
}
print_verbose("glTF: Skin has skeleton? " + itos(d.has("skeleton")));
if (d.has("skeleton")) {
int skeleton = d["skeleton"];
ERR_FAIL_INDEX_V(skeleton, state.nodes.size(), ERR_PARSE_ERROR);
print_verbose("glTF: Setting skeleton skin to" + itos(skeleton));
skin.skeleton = skeleton;
if (!state.skeleton_nodes.has(skeleton)) {
state.skeleton_nodes[skeleton] = Vector<int>();
}
state.skeleton_nodes[skeleton].push_back(i);
}
if (d.has("name")) {
skin.name = d["name"];
}
//locate the right place to put a Skeleton node
/*
if (state.skin_users.has(i)) {
Vector<int> users = state.skin_users[i];
int skin_node = -1;
for (int j = 0; j < users.size(); j++) {
int user = state.nodes[users[j]]->parent; //always go from parent
if (j == 0) {
skin_node = user;
} else if (skin_node != -1) {
bool found = false;
while (skin_node >= 0) {
int cuser = user;
while (cuser != -1) {
if (cuser == skin_node) {
found = true;
break;
}
cuser = state.nodes[skin_node]->parent;
}
if (found)
break;
skin_node = state.nodes[skin_node]->parent;
}
if (!found) {
skin_node = -1; //just leave where it is
}
//find a common parent
}
}
if (skin_node != -1) {
for (int j = 0; j < users.size(); j++) {
state.nodes[users[j]]->child_of_skeleton = i;
}
state.nodes[skin_node]->skeleton_children.push_back(i);
}
}
*/
state.skins.push_back(skin);
}
print_verbose("glTF: Total skins: " + itos(state.skins.size()));
//now
return OK;
}
Error EditorSceneImporterGLTF::_parse_cameras(GLTFState &state) {
if (!state.json.has("cameras"))
return OK;
Array cameras = state.json["cameras"];
for (int i = 0; i < cameras.size(); i++) {
Dictionary d = cameras[i];
GLTFCamera camera;
ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
String type = d["type"];
if (type == "orthographic") {
camera.perspective = false;
if (d.has("orthographic")) {
Dictionary og = d["orthographic"];
camera.fov_size = og["ymag"];
camera.zfar = og["zfar"];
camera.znear = og["znear"];
} else {
camera.fov_size = 10;
}
} else if (type == "perspective") {
camera.perspective = true;
if (d.has("perspective")) {
Dictionary ppt = d["perspective"];
// GLTF spec is in radians, Godot's camera is in degrees.
camera.fov_size = (double)ppt["yfov"] * 180.0 / Math_PI;
camera.zfar = ppt["zfar"];
camera.znear = ppt["znear"];
} else {
camera.fov_size = 10;
}
} else {
ERR_EXPLAIN("Camera should be in 'orthographic' or 'perspective'");
ERR_FAIL_V(ERR_PARSE_ERROR);
}
state.cameras.push_back(camera);
}
print_verbose("glTF: Total cameras: " + itos(state.cameras.size()));
return OK;
}
Error EditorSceneImporterGLTF::_parse_animations(GLTFState &state) {
if (!state.json.has("animations"))
return OK;
Array animations = state.json["animations"];
for (int i = 0; i < animations.size(); i++) {
Dictionary d = animations[i];
GLTFAnimation animation;
if (!d.has("channels") || !d.has("samplers"))
continue;
Array channels = d["channels"];
Array samplers = d["samplers"];
if (d.has("name")) {
animation.name = d["name"];
}
for (int j = 0; j < channels.size(); j++) {
Dictionary c = channels[j];
if (!c.has("target"))
continue;
Dictionary t = c["target"];
if (!t.has("node") || !t.has("path")) {
continue;
}
ERR_FAIL_COND_V(!c.has("sampler"), ERR_PARSE_ERROR);
int sampler = c["sampler"];
ERR_FAIL_INDEX_V(sampler, samplers.size(), ERR_PARSE_ERROR);
int node = t["node"];
String path = t["path"];
ERR_FAIL_INDEX_V(node, state.nodes.size(), ERR_PARSE_ERROR);
GLTFAnimation::Track *track = NULL;
if (!animation.tracks.has(node)) {
animation.tracks[node] = GLTFAnimation::Track();
}
track = &animation.tracks[node];
Dictionary s = samplers[sampler];
ERR_FAIL_COND_V(!s.has("input"), ERR_PARSE_ERROR);
ERR_FAIL_COND_V(!s.has("output"), ERR_PARSE_ERROR);
int input = s["input"];
int output = s["output"];
GLTFAnimation::Interpolation interp = GLTFAnimation::INTERP_LINEAR;
if (s.has("interpolation")) {
String in = s["interpolation"];
if (in == "STEP") {
interp = GLTFAnimation::INTERP_STEP;
} else if (in == "LINEAR") {
interp = GLTFAnimation::INTERP_LINEAR;
} else if (in == "CATMULLROMSPLINE") {
interp = GLTFAnimation::INTERP_CATMULLROMSPLINE;
} else if (in == "CUBICSPLINE") {
interp = GLTFAnimation::INTERP_CUBIC_SPLINE;
}
}
PoolVector<float> times = _decode_accessor_as_floats(state, input, false);
if (path == "translation") {
PoolVector<Vector3> translations = _decode_accessor_as_vec3(state, output, false);
track->translation_track.interpolation = interp;
track->translation_track.times = Variant(times); //convert via variant
track->translation_track.values = Variant(translations); //convert via variant
} else if (path == "rotation") {
Vector<Quat> rotations = _decode_accessor_as_quat(state, output, false);
track->rotation_track.interpolation = interp;
track->rotation_track.times = Variant(times); //convert via variant
track->rotation_track.values = rotations; //convert via variant
} else if (path == "scale") {
PoolVector<Vector3> scales = _decode_accessor_as_vec3(state, output, false);
track->scale_track.interpolation = interp;
track->scale_track.times = Variant(times); //convert via variant
track->scale_track.values = Variant(scales); //convert via variant
} else if (path == "weights") {
PoolVector<float> weights = _decode_accessor_as_floats(state, output, false);
ERR_FAIL_INDEX_V(state.nodes[node]->mesh, state.meshes.size(), ERR_PARSE_ERROR);
const GLTFMesh *mesh = &state.meshes[state.nodes[node]->mesh];
ERR_FAIL_COND_V(mesh->blend_weights.size() == 0, ERR_PARSE_ERROR);
int wc = mesh->blend_weights.size();
track->weight_tracks.resize(wc);
int wlen = weights.size() / wc;
PoolVector<float>::Read r = weights.read();
for (int k = 0; k < wc; k++) { //separate tracks, having them together is not such a good idea
GLTFAnimation::Channel<float> cf;
cf.interpolation = interp;
cf.times = Variant(times);
Vector<float> wdata;
wdata.resize(wlen);
for (int l = 0; l < wlen; l++) {
wdata.write[l] = r[l * wc + k];
}
cf.values = wdata;
track->weight_tracks.write[k] = cf;
}
} else {
WARN_PRINTS("Invalid path: " + path);
}
}
state.animations.push_back(animation);
}
print_verbose("glTF: Total animations: " + itos(state.animations.size()));
return OK;
}
void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) {
for (int i = 0; i < state.nodes.size(); i++) {
GLTFNode *n = state.nodes[i];
if (n->name == "") {
if (n->mesh >= 0) {
n->name = "Mesh";
} else if (n->joints.size()) {
n->name = "Bone";
} else {
n->name = "Node";
}
}
n->name = _gen_unique_name(state, n->name);
}
}
void EditorSceneImporterGLTF::_reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
//reparent skeletons to proper place
Vector<int> nodes = state.skeleton_nodes[p_node];
for (int i = 0; i < nodes.size(); i++) {
Skeleton *skeleton = skeletons[nodes[i]];
Node *owner = skeleton->get_owner();
skeleton->get_parent()->remove_child(skeleton);
p_parent_node->add_child(skeleton);
skeleton->set_owner(owner);
//may have meshes as children, set owner in them too
for (int j = 0; j < skeleton->get_child_count(); j++) {
skeleton->get_child(j)->set_owner(owner);
}
}
}
void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons) {
ERR_FAIL_INDEX(p_node, state.nodes.size());
GLTFNode *n = state.nodes[p_node];
Spatial *node;
if (n->mesh >= 0) {
ERR_FAIL_INDEX(n->mesh, state.meshes.size());
MeshInstance *mi = memnew(MeshInstance);
print_verbose("glTF: Creating mesh for: " + n->name);
GLTFMesh &mesh = state.meshes.write[n->mesh];
mi->set_mesh(mesh.mesh);
if (mesh.mesh->get_name() == "") {
mesh.mesh->set_name(n->name);
}
for (int i = 0; i < mesh.blend_weights.size(); i++) {
mi->set("blend_shapes/" + mesh.mesh->get_blend_shape_name(i), mesh.blend_weights[i]);
}
node = mi;
} else if (n->camera >= 0) {
ERR_FAIL_INDEX(n->camera, state.cameras.size());
Camera *camera = memnew(Camera);
const GLTFCamera &c = state.cameras[n->camera];
if (c.perspective) {
camera->set_perspective(c.fov_size, c.znear, c.znear);
} else {
camera->set_orthogonal(c.fov_size, c.znear, c.znear);
}
node = camera;
} else {
node = memnew(Spatial);
}
node->set_name(n->name);
n->godot_nodes.push_back(node);
if (n->skin >= 0 && n->skin < skeletons.size() && Object::cast_to<MeshInstance>(node)) {
MeshInstance *mi = Object::cast_to<MeshInstance>(node);
Skeleton *s = skeletons[n->skin];
s->add_child(node); //According to spec, mesh should actually act as a child of the skeleton, as it inherits its transform
mi->set_skeleton_path(String(".."));
} else {
p_parent->add_child(node);
node->set_transform(n->xform);
}
node->set_owner(p_owner);
#if 0
for (int i = 0; i < n->skeleton_children.size(); i++) {
Skeleton *s = skeletons[n->skeleton_children[i]];
s->get_parent()->remove_child(s);
node->add_child(s);
s->set_owner(p_owner);
}
#endif
for (int i = 0; i < n->children.size(); i++) {
if (state.nodes[n->children[i]]->joints.size()) {
_generate_bone(state, n->children[i], skeletons, node);
} else {
_generate_node(state, n->children[i], node, p_owner, skeletons);
}
}
if (state.skeleton_nodes.has(p_node)) {
_reparent_skeleton(state, p_node, skeletons, node);
}
}
void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
ERR_FAIL_INDEX(p_node, state.nodes.size());
if (state.skeleton_nodes.has(p_node)) {
_reparent_skeleton(state, p_node, skeletons, p_parent_node);
}
GLTFNode *n = state.nodes[p_node];
for (int i = 0; i < n->joints.size(); i++) {
const int skin = n->joints[i].skin;
ERR_FAIL_COND(skin < 0);
Skeleton *s = skeletons[skin];
const GLTFNode *gltf_bone_node = state.nodes[state.skins[skin].bones[n->joints[i].bone].node];
const String bone_name = gltf_bone_node->name;
const int parent = gltf_bone_node->parent;
const int parent_index = s->find_bone(state.nodes[parent]->name);
const int bone_index = s->find_bone(bone_name);
s->set_bone_parent(bone_index, parent_index);
n->godot_nodes.push_back(s);
n->joints.write[i].godot_bone_index = bone_index;
}
for (int i = 0; i < n->children.size(); i++) {
_generate_bone(state, n->children[i], skeletons, p_parent_node);
}
}
template <class T>
struct EditorSceneImporterGLTFInterpolate {
T lerp(const T &a, const T &b, float c) const {
return a + (b - a) * c;
}
T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
float t2 = t * t;
float t3 = t2 * t;
return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
}
T bezier(T start, T control_1, T control_2, T end, float t) {
/* Formula from Wikipedia article on Bezier curves. */
real_t omt = (1.0 - t);
real_t omt2 = omt * omt;
real_t omt3 = omt2 * omt;
real_t t2 = t * t;
real_t t3 = t2 * t;
return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
}
};
//thank you for existing, partial specialization
template <>
struct EditorSceneImporterGLTFInterpolate<Quat> {
Quat lerp(const Quat &a, const Quat &b, float c) const {
ERR_FAIL_COND_V(!a.is_normalized(), Quat());
ERR_FAIL_COND_V(!b.is_normalized(), Quat());
return a.slerp(b, c).normalized();
}
Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
ERR_FAIL_COND_V(!p1.is_normalized(), Quat());
ERR_FAIL_COND_V(!p2.is_normalized(), Quat());
return p1.slerp(p2, c).normalized();
}
Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
ERR_FAIL_COND_V(!start.is_normalized(), Quat());
ERR_FAIL_COND_V(!end.is_normalized(), Quat());
return start.slerp(end, t).normalized();
}
};
template <class T>
T EditorSceneImporterGLTF::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, GLTFAnimation::Interpolation p_interp) {
//could use binary search, worth it?
int idx = -1;
for (int i = 0; i < p_times.size(); i++) {
if (p_times[i] > p_time)
break;
idx++;
}
EditorSceneImporterGLTFInterpolate<T> interp;
switch (p_interp) {
case GLTFAnimation::INTERP_LINEAR: {
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
return p_values[p_times.size() - 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
return interp.lerp(p_values[idx], p_values[idx + 1], c);
} break;
case GLTFAnimation::INTERP_STEP: {
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
return p_values[p_times.size() - 1];
}
return p_values[idx];
} break;
case GLTFAnimation::INTERP_CATMULLROMSPLINE: {
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
return p_values[1 + p_times.size() - 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
} break;
case GLTFAnimation::INTERP_CUBIC_SPLINE: {
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
return p_values[(p_times.size() - 1) * 3 + 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
T from = p_values[idx * 3 + 1];
T c1 = from + p_values[idx * 3 + 2];
T to = p_values[idx * 3 + 4];
T c2 = to + p_values[idx * 3 + 3];
return interp.bezier(from, c1, c2, to, c);
} break;
}
ERR_FAIL_V(p_values[0]);
}
void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons) {
const GLTFAnimation &anim = state.animations[index];
String name = anim.name;
if (name == "") {
name = _gen_unique_name(state, "Animation");
}
Ref<Animation> animation;
animation.instance();
animation->set_name(name);
float length = 0;
for (Map<int, GLTFAnimation::Track>::Element *E = anim.tracks.front(); E; E = E->next()) {
const GLTFAnimation::Track &track = E->get();
//need to find the path
NodePath node_path;
GLTFNode *node = state.nodes[E->key()];
for (int n = 0; n < node->godot_nodes.size(); n++) {
if (node->joints.size()) {
Skeleton *sk = (Skeleton *)node->godot_nodes[n];
String path = ap->get_parent()->get_path_to(sk);
String bone = sk->get_bone_name(node->joints[n].godot_bone_index);
node_path = path + ":" + bone;
} else {
node_path = ap->get_parent()->get_path_to(node->godot_nodes[n]);
}
for (int i = 0; i < track.rotation_track.times.size(); i++) {
length = MAX(length, track.rotation_track.times[i]);
}
for (int i = 0; i < track.translation_track.times.size(); i++) {
length = MAX(length, track.translation_track.times[i]);
}
for (int i = 0; i < track.scale_track.times.size(); i++) {
length = MAX(length, track.scale_track.times[i]);
}
for (int i = 0; i < track.weight_tracks.size(); i++) {
for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
length = MAX(length, track.weight_tracks[i].times[j]);
}
}
if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) {
//make transform track
int track_idx = animation->get_track_count();
animation->add_track(Animation::TYPE_TRANSFORM);
animation->track_set_path(track_idx, node_path);
//first determine animation length
float increment = 1.0 / float(bake_fps);
float time = 0.0;
Vector3 base_pos;
Quat base_rot;
Vector3 base_scale = Vector3(1, 1, 1);
if (!track.rotation_track.values.size()) {
base_rot = state.nodes[E->key()]->rotation.normalized();
}
if (!track.translation_track.values.size()) {
base_pos = state.nodes[E->key()]->translation;
}
if (!track.scale_track.values.size()) {
base_scale = state.nodes[E->key()]->scale;
}
bool last = false;
while (true) {
Vector3 pos = base_pos;
Quat rot = base_rot;
Vector3 scale = base_scale;
if (track.translation_track.times.size()) {
pos = _interpolate_track<Vector3>(track.translation_track.times, track.translation_track.values, time, track.translation_track.interpolation);
}
if (track.rotation_track.times.size()) {
rot = _interpolate_track<Quat>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
}
if (track.scale_track.times.size()) {
scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
}
if (node->joints.size()) {
Transform xform;
//xform.basis = Basis(rot);
//xform.basis.scale(scale);
xform.basis.set_quat_scale(rot, scale);
xform.origin = pos;
Skeleton *skeleton = skeletons[node->joints[n].skin];
int bone = node->joints[n].godot_bone_index;
xform = skeleton->get_bone_rest(bone).affine_inverse() * xform;
rot = xform.basis.get_rotation_quat();
rot.normalize();
scale = xform.basis.get_scale();
pos = xform.origin;
}
animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
if (last) {
break;
}
time += increment;
if (time >= length) {
last = true;
time = length;
}
}
}
for (int i = 0; i < track.weight_tracks.size(); i++) {
ERR_CONTINUE(node->mesh < 0 || node->mesh >= state.meshes.size());
const GLTFMesh &mesh = state.meshes[node->mesh];
String prop = "blend_shapes/" + mesh.mesh->get_blend_shape_name(i);
node_path = String(node_path) + ":" + prop;
int track_idx = animation->get_track_count();
animation->add_track(Animation::TYPE_VALUE);
animation->track_set_path(track_idx, node_path);
// Only LINEAR and STEP (NEAREST) can be supported out of the box by Godot's Animation,
// the other modes have to be baked.
GLTFAnimation::Interpolation gltf_interp = track.weight_tracks[i].interpolation;
if (gltf_interp == GLTFAnimation::INTERP_LINEAR || gltf_interp == GLTFAnimation::INTERP_STEP) {
animation->track_set_interpolation_type(track_idx, gltf_interp == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_LINEAR);
for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
float t = track.weight_tracks[i].times[j];
float w = track.weight_tracks[i].values[j];
animation->track_insert_key(track_idx, t, w);
}
} else {
// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
float increment = 1.0 / float(bake_fps);
float time = 0.0;
bool last = false;
while (true) {
_interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
if (last) {
break;
}
time += increment;
if (time >= length) {
last = true;
time = length;
}
}
}
}
}
}
animation->set_length(length);
ap->add_animation(name, animation);
}
Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_fps) {
Spatial *root = memnew(Spatial);
root->set_name(state.scene_name);
//generate skeletons
Vector<Skeleton *> skeletons;
for (int i = 0; i < state.skins.size(); i++) {
Skeleton *s = memnew(Skeleton);
s->set_use_bones_in_world_transform(false); //GLTF does not need this since meshes are always local
String name = state.skins[i].name;
if (name == "") {
name = _gen_unique_name(state, "Skeleton");
}
for (int j = 0; j < state.skins[i].bones.size(); j++) {
s->add_bone(state.nodes[state.skins[i].bones[j].node]->name);
s->set_bone_rest(j, state.skins[i].bones[j].inverse_bind.affine_inverse());
}
s->set_name(name);
root->add_child(s);
s->set_owner(root);
skeletons.push_back(s);
}
for (int i = 0; i < state.root_nodes.size(); i++) {
if (state.nodes[state.root_nodes[i]]->joints.size()) {
_generate_bone(state, state.root_nodes[i], skeletons, root);
} else {
_generate_node(state, state.root_nodes[i], root, root, skeletons);
}
}
for (int i = 0; i < skeletons.size(); i++) {
skeletons[i]->localize_rests();
}
if (state.animations.size()) {
AnimationPlayer *ap = memnew(AnimationPlayer);
ap->set_name("AnimationPlayer");
root->add_child(ap);
ap->set_owner(root);
for (int i = 0; i < state.animations.size(); i++) {
_import_animation(state, ap, i, p_bake_fps, skeletons);
}
}
return root;
}
Node *EditorSceneImporterGLTF::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
GLTFState state;
if (p_path.to_lower().ends_with("glb")) {
//binary file
//text file
Error err = _parse_glb(p_path, state);
if (err)
return NULL;
} else {
//text file
Error err = _parse_json(p_path, state);
if (err)
return NULL;
}
ERR_FAIL_COND_V(!state.json.has("asset"), NULL);
Dictionary asset = state.json["asset"];
ERR_FAIL_COND_V(!asset.has("version"), NULL);
String version = asset["version"];
state.major_version = version.get_slice(".", 0).to_int();
state.minor_version = version.get_slice(".", 1).to_int();
/* STEP 0 PARSE SCENE */
Error err = _parse_scenes(state);
if (err != OK)
return NULL;
/* STEP 1 PARSE NODES */
err = _parse_nodes(state);
if (err != OK)
return NULL;
/* STEP 2 PARSE BUFFERS */
err = _parse_buffers(state, p_path.get_base_dir());
if (err != OK)
return NULL;
/* STEP 3 PARSE BUFFER VIEWS */
err = _parse_buffer_views(state);
if (err != OK)
return NULL;
/* STEP 4 PARSE ACCESSORS */
err = _parse_accessors(state);
if (err != OK)
return NULL;
/* STEP 5 PARSE IMAGES */
err = _parse_images(state, p_path.get_base_dir());
if (err != OK)
return NULL;
/* STEP 6 PARSE TEXTURES */
err = _parse_textures(state);
if (err != OK)
return NULL;
/* STEP 7 PARSE TEXTURES */
err = _parse_materials(state);
if (err != OK)
return NULL;
/* STEP 8 PARSE MESHES (we have enough info now) */
err = _parse_meshes(state);
if (err != OK)
return NULL;
/* STEP 9 PARSE SKINS */
err = _parse_skins(state);
if (err != OK)
return NULL;
/* STEP 10 PARSE CAMERAS */
err = _parse_cameras(state);
if (err != OK)
return NULL;
/* STEP 11 PARSE ANIMATIONS */
err = _parse_animations(state);
if (err != OK)
return NULL;
/* STEP 12 ASSIGN SCENE NAMES */
_assign_scene_names(state);
/* STEP 13 MAKE SCENE! */
Spatial *scene = _generate_scene(state, p_bake_fps);
return scene;
}
Ref<Animation> EditorSceneImporterGLTF::import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) {
return Ref<Animation>();
}
EditorSceneImporterGLTF::EditorSceneImporterGLTF() {
}